1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Keith Whitwell <keith@tungstengraphics.com>
34 #include "pipe/p_util.h"
35 #include "pipe/p_shader_tokens.h"
37 #include "draw_private.h"
38 #include "draw_context.h"
41 #include "tgsi/util/tgsi_parse.h"
44 struct exec_vertex_shader
{
45 struct draw_vertex_shader base
;
46 struct tgsi_exec_machine
*machine
;
49 static struct exec_vertex_shader
*exec_vertex_shader( struct draw_vertex_shader
*vs
)
51 return (struct exec_vertex_shader
*)vs
;
55 /* Not required for run_linear.
58 vs_exec_prepare( struct draw_vertex_shader
*shader
,
59 struct draw_context
*draw
)
61 struct exec_vertex_shader
*evs
= exec_vertex_shader(shader
);
63 /* specify the vertex program to interpret/execute */
64 tgsi_exec_machine_bind_shader(evs
->machine
,
74 /* Simplified vertex shader interface for the pt paths. Given the
75 * complexity of code-generating all the above operations together,
76 * it's time to try doing all the other stuff separately.
79 vs_exec_run_linear( struct draw_vertex_shader
*shader
,
80 const float (*input
)[4],
82 const float (*constants
)[4],
84 unsigned input_stride
,
85 unsigned output_stride
)
87 struct exec_vertex_shader
*evs
= exec_vertex_shader(shader
);
88 struct tgsi_exec_machine
*machine
= evs
->machine
;
92 machine
->Consts
= constants
;
94 for (i
= 0; i
< count
; i
+= MAX_TGSI_VERTICES
) {
95 unsigned int max_vertices
= MIN2(MAX_TGSI_VERTICES
, count
- i
);
99 for (j
= 0; j
< max_vertices
; j
++) {
101 debug_printf("%d) Input vert:\n", i
+ j
);
102 for (slot
= 0; slot
< shader
->info
.num_inputs
; slot
++) {
103 debug_printf("\t%d: %f %f %f %f\n", slot
,
111 for (slot
= 0; slot
< shader
->info
.num_inputs
; slot
++) {
112 machine
->Inputs
[slot
].xyzw
[0].f
[j
] = input
[slot
][0];
113 machine
->Inputs
[slot
].xyzw
[1].f
[j
] = input
[slot
][1];
114 machine
->Inputs
[slot
].xyzw
[2].f
[j
] = input
[slot
][2];
115 machine
->Inputs
[slot
].xyzw
[3].f
[j
] = input
[slot
][3];
118 input
= (const float (*)[4])((const char *)input
+ input_stride
);
121 /* run interpreter */
122 tgsi_exec_machine_run( machine
);
124 /* Unswizzle all output results.
126 for (j
= 0; j
< max_vertices
; j
++) {
127 for (slot
= 0; slot
< shader
->info
.num_outputs
; slot
++) {
128 output
[slot
][0] = machine
->Outputs
[slot
].xyzw
[0].f
[j
];
129 output
[slot
][1] = machine
->Outputs
[slot
].xyzw
[1].f
[j
];
130 output
[slot
][2] = machine
->Outputs
[slot
].xyzw
[2].f
[j
];
131 output
[slot
][3] = machine
->Outputs
[slot
].xyzw
[3].f
[j
];
136 debug_printf("%d) Post xform vert:\n", i
+ j
);
137 for (slot
= 0; slot
< shader
->info
.num_outputs
; slot
++) {
138 debug_printf("\t%d: %f %f %f %f\n", slot
,
146 output
= (float (*)[4])((char *)output
+ output_stride
);
156 vs_exec_delete( struct draw_vertex_shader
*dvs
)
158 FREE((void*) dvs
->state
.tokens
);
163 struct draw_vertex_shader
*
164 draw_create_vs_exec(struct draw_context
*draw
,
165 const struct pipe_shader_state
*state
)
167 struct exec_vertex_shader
*vs
= CALLOC_STRUCT( exec_vertex_shader
);
168 uint nt
= tgsi_num_tokens(state
->tokens
);
173 /* we make a private copy of the tokens */
174 vs
->base
.state
.tokens
= mem_dup(state
->tokens
, nt
* sizeof(state
->tokens
[0]));
175 tgsi_scan_shader(state
->tokens
, &vs
->base
.info
);
178 vs
->base
.prepare
= vs_exec_prepare
;
179 vs
->base
.run_linear
= vs_exec_run_linear
;
180 vs
->base
.delete = vs_exec_delete
;
181 vs
->machine
= &draw
->machine
;